Bump docs to use spatial panel. Format menuselection.

This commit is contained in:
Dion Moult
2024-08-29 23:30:46 +10:00
parent 32b37b8823
commit 15481c0a59
6 changed files with 79 additions and 86 deletions
+79 -86
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@@ -121,49 +121,34 @@ pressing the button on the top right of the **Viewport** panel. The hotkey is
Overview of all objects
-----------------------
The **Outliner** panel on the top right shows a hierarchy of all the currently
loaded physical **Objects** in your IFC project. These **Objects** correlate to
what you can see in the **Viewport** panel.
All physical **Elements** are organised in a hierarchy of **Spatial
Containers**. By default, this hierarchy represents a breakdown of spaces, from
large spaces such as a site and a building, down to smaller spaces like
building storeys and room spaces. The hierarchy will always begin with an
**IfcProject**.
Every **Object** in the **Outliner** represents an IFC **Element**. These
**Objects** have a name with the pattern ``Class/Name``. The class prefix
represents the type of object, and the name is the name of the object. Examples
of classes you will see are ``IfcBuilding``, or ``IfcWall``. This naming
convention makes it easy to quickly spot types of objects.
The :menuselection:`Properties --> Project Overview --> Spatial Decomposition`
panel shows this hierarchy. Below, it shows a list of all **Elements**
contained inside the actively selected **Spatial Container**.
.. image:: images/outliner.png
.. image:: images/spatial-tree.png
Objects are organised in a hierarchy. By default, this hierarchy represents a
breakdown of spaces, from large spaces such as a site and a building, down to
smaller spaces like building storeys and room spaces. The hierarchy will always
begin with an **IfcProject** object. You can click on the triangle to toggle the
hierarchy.
With a **Spatial Container** selected, use the **Isolate** button or **Hide /
Show Icons** to quickly focus or control visibility. Use the search filters at
the bottom of the **Container** or **Element** lists to quickly find objects,
and use the **Select Icon** to select them.
.. image:: images/spatial-tree-features.png
**Elements** are grouped into IFC **Classes**, such as Wall, Slab, or Door.
Within that, **Elements** are grouped into **Construction Types**. You'll see a
count of how many objects of that type exist. In the example above, there is
only one stair contained in the building storey.
.. tip::
In large projects with deep hierarchies, you can ``Shift-LMB`` click the
triangle to recursively toggle the hierarchy. You can also click and drag the
``MMB`` to pan left and right.
When there are lots of objects, you can type a name in the filter box to quickly
identify objects by name or type.
.. image:: images/outliner-filter.png
Clicking on an object in the **Outliner** panel also selects the corresponding
object in the **Viewport** panel. A good strategy to find objects is to then use
``View > Frame Selected`` to zoom to it in the **Viewport**.
The **Outliner** panel is also great for isolating portions of your project. You
can include and exclude portions by clicking on the **Tick Icon** next to
collections of objects in the hierarchy.
Let's isolate a single building storey. Start by disabling the **Tick Icon**
next to the **IfcProject** collection. This will hide everything in the project.
Then navigate through the hierarchy and enable the **Tick Icon** next to an
**IfcBuildingStory**.
.. image:: images/outliner-isolate.png
Hold :kbd:`Alt` when clicking on triangles in the hierarchy to show / hide
children recursively.
Viewing element classes
-----------------------
@@ -185,16 +170,15 @@ properties and relationships it is allowed to have. For example, a Wall
worry about memorising all the available **Classes**, you'll get a feel for them
as you explore more.
To view an object's class, click on an object in the **Viewport** or **Outliner**
panel, then switch to the **Object Information** tab in the **Properties** panel.
You can see the **Class** name in the **Object Metadata** subpanel.
To view an object's class, click on an object in the :menuselection:`3D
Viewport`, then go to :menuselection:`Properties --> Object Information -->
Object Metadata` to see the **Class** name.
.. image:: images/element-class.png
In this case, the **Class** of our roof is an **IfcSlab**. You'll notice this is
the same **Class** name used as a prefix for the object name in the **Outliner**
panel. You can also see the name of the actively selected object in the top left
of the **Viewport** panel.
In this case, the **Class** of our roof is an **IfcSlab**. You can also see the
name of the actively selected object in the top left of the :menuselection:`3D
Viewport`.
.. warning::
@@ -219,24 +203,26 @@ not see it all the time.
classes and predefined types you should see.
Press the **Select Icon** to select all objects that are of the same
**IfcSlab** **Class**. Then, you can isolate these elements by going to ``Object
> Show/Hide > Hide Unselected`` (hotkey ``Shift-H``). To show all elements again, you can use
``Object > Show/Hide > Show Hidden Objects`` (hotkey ``Alt-H``). If you want to
hide elements instead, you can use ``Object > Show/Hidden > Hide Selected``
(hotkey ``H``).
**IfcSlab** **Class**. Then, you can isolate these elements by going to
:menuselection:`3D Viewport --> Object --> Show/Hide --> Hide Unselected`
(:kbd:`Shift-H`). To show all elements again, you can use :menuselection:`3D
Viewport --> Object --> Show/Hide --> Show Hidden Objects` (:kbd:`Alt-H`). If
you want to hide elements instead, you can use :menuselection:`3D Viewport -->
Object --> Show/Hidden --> Hide Selected` (:kbd:`H`).
.. image:: images/element-class-select.png
.. note::
Remember that Blender's hotkeys are context sensitive. Make sure your mouse
is hovering over the **Viewport** panel when you press a hotkey or no cake
for you.
is hovering over the :menuselection:`Viewport` panel when you press a hotkey
or no cake for you.
You can also see statistics about the number of selected objects. If you right
click on the bottom right status bar and enable **Scene Statistics** you will
see information like **Objects 4/4**, which means that 4 objects are selected
out of 4 available objects. This is a great way of counting objects like toilets.
click on the bottom right :menuselection:`Status Bar` and enable **Scene
Statistics** you will see information like **Objects 4/4**, which means that 4
objects are selected out of 4 available objects. This is a great way of
counting objects like toilets.
.. image:: images/scene-statistics.png
@@ -244,7 +230,7 @@ Viewing attributes and properties
---------------------------------
You can view the **Attributes**, **Properties**, and **Quantities** of the
selected object in the **Object Properties** tab.
selected object in the :menuselection:`Properties --> Object Information` tab.
Let's focus on **Attributes** first. Scroll down to the **Attributes**
subpanel. **Attributes** are a limited set of fundamental data (usually less
@@ -279,7 +265,8 @@ have different **Properties** depending on what information they want to store.
Each **Property** has a name and a value, and are grouped into **Property
Sets**. Each **Property Set** also has a name.
You can find **Properties** in the **Object Property Sets** subpanel.
You can find **Properties** in the :menuselection:`Properties --> Object
Information --> Property Sets` panel.
.. image:: images/psets.png
@@ -303,7 +290,8 @@ value, and are grouped into **Quantity Sets**. Similarly, there are also common
quantities defined as part of the international standard, denoted by the prefix
``Qto_``. This prefix is short for "Quantity Take-Off".
You can find **Quantities** in the **Object Quantity Sets** subpanel.
You can find **Quantities** in the :menuselection:`Properties --> Object
Information --> Quantity Sets` panel.
.. image:: images/qtos.png
@@ -313,16 +301,17 @@ Finding the location of objects
Every object in the built environment has a location in the world. For example,
a chair will be located in a space, and a wall is typically located in a
building storey. You've already seen this hierarchy of spaces in the
**Outliner** panel, where an IFC project is broken down into site, building,
storeys, and spaces.
:menuselection:`Properties --> Project Overview --> Spatial Decomposition`
panel, where an IFC project is broken down into site, building, storeys, and
spaces.
Sometimes, objects may have multiple relevant locations, such
as a multi-storey column which can be related to multiple building storeys.
Even in these cases, IFC enforces one location to be its primary
location, known as its **Spatial Container**.
If you click on any object, you can see its location in the **Spatial
Container** subpanel in the **Object Information** tab.
If you click on any object, you can see its location in the
:menuselection:`Properties --> Object Information --> Spatial Container` panel.
Press the **Select Icon** to select all objects that are in the same location.
@@ -334,20 +323,22 @@ Checking construction types
Almost everything in the built environment will have a **Construction Type**.
For example, an architect will specify a door type for every door in a project.
You can see a list of **Construction Types** in the **Outliner** panel in the
**Types** collection. For example, if the architect has a wall types schedule
with the wall type names of ``WT01``, ``WT02``, and ``WT03``, you should see
three **IfcWallType** objects with those same names in the **Outliner**.
You can see a list of **Construction Types** in the :menuselection:`Outliner`
in the **Types** collection. For example, if the architect has a wall types
schedule with the wall type names of ``WT01``, ``WT02``, and ``WT03``, you
should see three **IfcWallType** objects with those same names in the
**Outliner**.
You can click on these types to see more details about them in the
**Properties** panel.
:menuselection:`Properties` panel.
.. image:: images/outliner-types.png
When selecting an object, you can also see its construction type in **Object
Information** under the **Type** subpanel. You can press the **Select Icon** to
select all objects that are of the same **Construction Type**. You can use the
hide and isolate hotkeys to quickly view them in the model.
When selecting an object, you can also see its construction type in
:menuselection:`Properties --> Object Information --> Type`. You can press the
**Select Icon** to select all objects that are of the same **Construction
Type**. You can use the hide and isolate hotkeys to quickly view them in the
model.
.. image:: images/properties-types.png
@@ -361,10 +352,10 @@ geometry of the pump, so all occurrences of that pump will have the same
geometry.
You can visually inspect types in isolation to the rest of the model. Types are
hidden by default, so first enable the visibility of the **Types** collection in
the **Outliner** by pressing the **Visibility Icon**. Then, select a type, and
click on ``View > Local View > Toggle Local View`` (hotkey ``/``) in the
**Viewport**. Toggle the view to see the entire model again.
hidden by default, so first enable the visibility of the **Types** collection
in the **Outliner** by pressing the **Visibility Icon**. Then, select a type,
and click on :menuselection:`3D Viewport --> View --> Local View --> Toggle
Local View` (:kbd:`/`). Toggle the view to see the entire model again.
.. image:: images/type-local-view.png
@@ -383,8 +374,8 @@ resources. For example, a **Material** might be blockwork. Another
**Material** might be in-situ concrete. **Materials** are grouped into
categories like steel, concrete, brick, block, and so on.
We can see a list of **Materials** used in the project in the **Materials**
subpanel in the **Geometry and Materials** tab.
We can see a list of **Materials** used in the project in the
:menuselection:`Properties --> Geometry and Materials --> Materials` panel.
Press the **Select Icon** to select all objects that are of the selected
material.
@@ -395,18 +386,20 @@ Taking simple measurements
--------------------------
The simplest form of measurement is the one that's already taken for you. The
**Viewing attributes and properties** section describes how to view
pre-calculated **Quantities**.
:ref:`quickstart/explore_model:Viewing attributes and properties` section
describes how to view pre-calculated **Quantities**.
Sometimes, you may wish to take manual measurements yourself. You can view the
overall X, Y, and Z dimensions of the currently selected object in the
**Derived Coordinates** subpanel in the **Geometry and Materials** tab.
:menuselection:`Properties --> Geometry and Materials --> Placement --> Derived
Coordinates` panel.
.. image:: images/dimensions.png
Another way to manually measure from two points is to use the **Measure** tool.
First, press the **Snap Icon** to enable snapping. Then choose snap targets in
the **Snap Menu** in the top middle section of the **Viewport** panel.
the **Snap Menu** in the top middle section of the :menuselection:`3D
Viewport`.
.. image:: images/snap-targets.png
@@ -418,12 +411,12 @@ the **Snap Menu** in the top middle section of the **Viewport** panel.
measurements will automatically snap to the nearest object's surface.
Now that you have configured snapping, press the **Measure Tool Icon** on the
left of the **Viewport** panel. **Click** and **Drag** in the 3D viewport to
take a measurement. A circle will appear guiding the first point of your
measurement. While **Dragging**, press the ``X`` key to lock the measurement
line along the X axis. Alternatively, press the ``Y`` or ``Z`` key to lock the
measurement line along the Y or Z axis. Let go of the mouse to finish your
measurement.
left of the :menuselection:`3D Viewport`. **Click** and **Drag** in the 3D
viewport to take a measurement. A circle will appear guiding the first point of
your measurement. While **Dragging**, press the ``X`` key to lock the
measurement line along the X axis. Alternatively, press the ``Y`` or ``Z`` key
to lock the measurement line along the Y or Z axis. Let go of the mouse to
finish your measurement.
.. image:: images/measure-tool.png
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